Wizard
Base Class: Wizard

the spell gun itself has no moral stature, since it has no will of its own. Naturally, it may be used by evil mages for evil purposes, but there are more good mages then evil, and while the latter cannot be persuaded to the path of righteousness by propaganda, they can certainly be corrected by good mages with spell guns

 Tolto Ara(the lost elven prince)

 

Arcane Crafter :Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.You gain proficiency with tinker tools and smith tools

 

 

Spell Gun :you have come across the knowledge to craft a Spell Gun it works in tandem with your spell book to sling spells like bullets. The gun takes the form of a hand gun and you can use an action to shoot it. You are proficient with it and it uses your Int Mod to hit and it deals 1d10 + int mod damage at a range of 40(120) ft. This damage becomes 2d10 at 5th level, 3d10 at 11th level and 4d10 at 14th level

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls

Spell Enchantment; when you take a long rest you can store 3 spells(max lvl 3) in your spell gun, you can use an action to cast the spell and they do not expend spell slots to use them. You cannot add two of the same spells at a time and you cannot refill the gun until all the current spells have been used. You can only add spells that deal damage.

 you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

 Spell gun upgrade

 At 6th level Spell Enchantment; when you take a long rest you can store 6 spells(max lvl 5) in your spell gun, you can use an action to cast the spell and they do not expend spell slots to use them. You cannot add two of the same spells at a time and you cannot refill the until all the current spells have been used. You can only add spells that deal damage.

 

Spellslinger

 At 10th level you gain an extra attack when you take the attack action and you can cast cantrips as a bonus action 

 

Gun Mage

 Spell Enchantment; At 14th level when you take a long rest you can store 6 spells(max lvl 6) in your spell gun, you can use an action to cast the spell and they do not expend spell slots to use them. You cannot add two of the same spells at a time and you cannot refill the gun until all the current spells have been used. You can only add spells that deal damage

Arcane Crafter

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.You gain proficiency with tinker tools and smith tools

Spell Gun

you have come across the knowledge to craft a Spell Gun it works in tandem with your spell book to sling spells like bullets. The gun takes the form of a hand gun and you can use an action to shoot it. You are proficient with it and it uses your Int Mod to hit and it deals 1d10 + int mod damage at a range of 40(120) ft. This damage becomes 2d10 at 5th level, 3d10 at 11th level and 4d10 at 14th level

 Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls

 Spell Enchantment; when you take a long rest you can store 3 spells(max lvl 3) in your spell gun, you can use an action to cast the spell and they do not expend spell slots to use them. You cannot add two of the same spells at a time and you cannot refill the gun until all the current spells have been used. You can only add spells that deal damage.

 

 Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Modified Spell gun

Spell Enchantment; At 6th level when you take a long rest you can store 6 spells(max lvl 5) in your spell gun, you can use an action to cast the spell and they do not expend spell slots to use them. You cannot add two of the same spells at a time and you cannot refill the until all the current spells have been used. You can only add spells that deal damage.

Spellslinger

you gain an extra attack, when you take the attack action and you can cast a cantrip as a bonus action 

 

Gun Mage

Spell Enchantment; when you take a long rest you can store 6 spells(max lvl 6) in your spell gun, you can use an action to cast the spell and they do not expend spell slots to use them. You cannot add two of the same spells at a time and you cannot refill the gun until all the current spells have been used. You can only add spells that deal damage. 

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